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Tenebrae

PostPosted: Wed Apr 13, 2016 10:12 am
by Pedro vc
Image
Highly experimental, dark as fuck horror maps for your entertainment.

Featuring:
-5 atmospheric maps;
-A complete new set of monsters;
-Multiple endings

Notes:
-Tested with GZDoom 1.8.09, unfortunately I'm stuck with older versions of OpenGl. It probably will work fine with newer versions of GzDoom too.
-Tested fine with default GzDoom brightness and light settings, but people complained it's still too dark. You may want play in a darker room or increase gamma a little if you find it too dark.

Spoiler:


Download (requires GzDoom):
http://www.mediafire.com/download/00j4i ... nebrae.zip

Re: Tenebrae

PostPosted: Wed Apr 13, 2016 10:17 am
by Lud
Second screenie looks pretty nice and creepy to me. Gonna give this a shot.

Re: Tenebrae

PostPosted: Wed Apr 13, 2016 11:14 am
by Abba Zabba
I agree, that particular octotron (do octotrons appear in anything besides SUAB?) has a pretty unnerving devilish grin.

Looking good!

Re: Tenebrae

PostPosted: Wed Apr 13, 2016 11:21 am
by HMNuke93
Great maps, good job!

Re: Tenebrae

PostPosted: Wed Apr 13, 2016 2:17 pm
by Mister Neauxbauxdeay
Abba Zabba wrote:I agree, that particular octotron (do octotrons appear in anything besides SUAB?) has a pretty unnerving devilish grin.

Looking good!


There are other mods known to feature him. This particular one is a current favorite:

http://forum.zdoom.org/viewtopic.php?f=19&t=48074

Re: Tenebrae

PostPosted: Wed Apr 13, 2016 9:24 pm
by arookas
I thought I'd give these maps a go.
Pedro vc wrote:dark as fuck

You got that right. Some almost all areas of the maps were practically pitch black 48 map units out. I played the maps on a combination of Legacy and Software rendering. I tried your suggestions and they didn't seem to help either. As a few suggestions, maybe try using sector brightness higher than 120, brightmaps to help point out details in surfaces and monsters, adding dynamic point lights to things, etc.

The atmosphere was top notch. Some of the rooms in the map, with the combination of the music, were really great in setting the mood. In some areas, the colored lighting really brought out a terrible and dark feeling. I really liked that camera room, as well. The new sounds of the weapons were perfect, and the demon sounds (especially ROAM) were fantastic.

The monsters were a hit or miss. The lesser demon replacements are fine, but the Cintaralho is a miss. It is simply a bullet sponge (2666 health) and the pulse attack making it invulnerable is cheesy. I don't have a complaint about the Octotron ("meatball"); that one is simply amazing.

As far as level design/flow goes, most of it was tolerable. While the maps themselves look great, it is easy at times to get caught on sector details in the sudden monster-closet traps. Fighting 24 imps/pinkies flooding in a tiny room is not exactly fun when there's no room to back up or kite them and your player keeps snagging on floor/wall detail. The underwater segment was really interesting, and I wish they were used more often in mods. The switch hunt feel of some parts distracted from the atmosphere. Maybe some indication or hint text as to what a particular switch does? Mandatory secrets are also very bad, for instance the wine cellar area of MAP02 or the second floor bedroom in MAP04.

Overall, the maps were pretty great and the multiple endings was a nice touch for replayability. :rock:

Re: Tenebrae

PostPosted: Fri Apr 15, 2016 3:46 pm
by Pedro vc
Brightmaps seems like a cool idea, I might implement it on a future version. Thank you by your feedback.

Re: Tenebrae

PostPosted: Sat Apr 16, 2016 12:37 am
by Ixnatifual
I can't see anything in the first two screenshots, but the last one looks cool.

Re: Tenebrae

PostPosted: Fri Apr 22, 2016 5:48 pm
by Pedro vc
New version up. I didn't implement brightmaps (too lazy to make them), but increased increased the brightness of all maps. Hopefully it's more playable now.
http://www.mediafire.com/download/00j4i ... nebrae.zip